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GLAIVE v2

The document provides rules for an old-school fantasy RPG where characters explore mysterious structures to increase their fortunes. Character creation involves choosing traits, abilities, ancestry, and talents. The rules cover equipment, combat, conditions, and random tables to generate characters and gear.

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83% found this document useful (6 votes)
6K views36 pages

GLAIVE v2

The document provides rules for an old-school fantasy RPG where characters explore mysterious structures to increase their fortunes. Character creation involves choosing traits, abilities, ancestry, and talents. The rules cover equipment, combat, conditions, and random tables to generate characters and gear.

Uploaded by

Ggdkfjcjdnfnc
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

An Analog Fantasy Adventure Game by Scott Wegener

GLAIVE v2 CONTENT
GLAIVE v2 is a rules toolkit created for running GLAIVE v2 2
old-school fantasy RPGs.
The rules support an adventure role-playing CONTENT 2
game in which characters raid mysterious
structures in order to increase their fortunes. CHARACTER CREATION 3
Exploration and wondrous discovery are
central themes. TRAITS 4
Only the foolhardy or desperate seek their RANDOM GEAR 5
fortunes in the dark mazes of the mythical
underworld. Dirtbag tomb-robbers, scheming EQUIPMENT 6
adventurers, and magic-addled wizards. Which
are you?
ARMS & ARMOR 6
Tables reproduced herein are done so in
accordance with the Knave and Tunnel Goons PLAYING THE GAME 8
Creative Commons Attribution 4.0
International License. The map on page 12 is DUNGEON TURNS 9
from Dyson Logo’s Commercial Maps collection
released under a free, royalty-free, COMBAT 10
commercial license.
Thanks to Yochai Gal and the folks on the NSR ANCESTRIES 14
Caldron Discord for their feedback and
inspiration when I got stuck. TALENTS 14
ANCESTRY TALENTS 19
ADVANCEMENT 21
UPKEEP 21
CAROUSING 22
MAGIC 25
SPELL LIST 26
RANDOM MAGICAL ITEMS 32
MUTATIONS 32
CONDITIONS 33

UNWITTING CONTRIBUTORS
Dyson Logos:
[Link]
maps/
Ben Milton’s Knave:
[Link]
Nate Treme’s Tunnel Goons:
[Link]

2
CHARACTER ITEM SLOTS
CREATION PCs have a number of item slots equal to 10+

1
their STR bonus.
Choose or roll your PC's traits, motivation
for adventuring, and their bonds to other PCs are assumed to have a backpack, flint &
PCs using the random tables on page 4. steel, and a tinderbox. These things do not

2
take up item slots.
Player Characters (PCs) have four
abilities: Strength (STR), Dexterity The number of item slots that an item requires
(DEX), Wisdom (WIS), and Willpower is noted in the equipment section. Worn
(WIL). Each ability has a bonus value. clothing, trinkets, and coins are not counted
against item slots, though bulkier treasure is.
Distribute the following bonuses however you
Problem-solving tools and equipment are
like: +3, +2, +1, +0
important in adventure role-playing games.

3
Select your Ancestry and Talents
Injury, magical mishaps, and fatigue can take
beginning on page 14.
up item slots - possibly forcing you to abandon
treasure and equipment. Choose your fights

4
Note your starting Hit Points (HP) and and pack your knapsacks wisely.
armor class (AC) value.
DEAD SIMPLE QUANTUM GEAR
AC is an abstraction of how difficult
something is to harm. Combat is explained on An alternative method for people who really
page 10. hate tracking inventory.

Wearing armor makes you more difficult to PCs have 10 Item Slots.
harm. Arms and equipment are on page 6.
Weapons and armor occupy 1 item slot each.
HP is an abstraction of how much punishment
Only track food and light if it is interesting.
you can absorb and how many narrow escapes
Use cheap healing potions/herb bundles/
you can pull off before you can no longer fight.
healer’s kits for Lunch & A Good Night’s Rest.
HP is explained on page 10.
Adventuring Gear. 3 uses, 25 gp, 3 slot
AC = 10 +DEX
A collection of useful mundane items (iron
HP = 10 +STR spikes, rope, collapsable 10’ pole, crowbar,

5
caltrops, chalk, etc). When you look for a piece
PCs start with a random assortment of
of useful gear in your pack you find what you
gear and one weapon of choice. See the
need and mark off a Use.
tables on page 5 for gear.
Ammunition. 5 uses, 15 gp, 1 slot
ENCUMBRANCE When a ranged weapon attack that uses
ammunition misses, mark off one Use.
You are encumbered when you carry more
items than you have slots for. All rolls are
made with disadvantage. You gain a level of
fatigue every Turn.

3
TRAITS
GENDER 1D6
1-2 3-4 5-6
What Is
Feminine Masculine
Gender?

HAIR 1D20 SKIN 1D20


1. Bald 8. Frizzy 15. Oily 1. Birthmark 8. Pierced 15. Sunburned
2. Braided 9. Greased 16. Ponytail 2. Burned 9. Pockmarks 16. Tanned
3. Bristly 10. Limp 17. Silky 3. Dark 10. Radiant 17. Tattooed
4. Cropped 11. Locks 18. Topknot 4. Freckled 11. Rosy 18. Vitiligo
5. Curly 12. Long 19. Wavy 5. Oily 12. Rough 19. War Paint
6. Disheveled 13. Luxurious 20. Wispy 6. Pale 13. Sallow 20. Weathered
7. Filthy 14. Mohawk 7. Perfect 14. Scarred

LOOKS 1D20 SPEECH 1D20


1. Athletic 8. Hulking 15. Soft 1. Blunt 8. Droning 15. Rambling
2. Burly 9. Impish 16. Square 2. Booming 9. Flowery 16. Rapid-fire
3. Elegant 10. Lanky 17. Stocky 3. Breathy 10. Formal 17. Slow
4. Elongated 11. Ripped 18. Thick 4. Broken 11. Gravelly 18. Squeaky
5. Gaunt 12. Scrawny 19. Towering 5. Clipped 12. Hoarse 19. Stuttering
6. Hard 13. Sharp 20. Wide 6. Cryptic 13. Mumbling 20. Whispery
7. Hawkish 14. Short 7. Drawling 14. Precise

CHARACTER BONDS
1 2 3
1 Siblings Saved your life Comrades in arms
2 Cousins Reluctant allies Has your back
3 Black sheep / Golden child Oath-bound Home destroyed by - - -
4 Love triangle Brains / Brawn Former enemies
5 Former rebels (hunted) Guild members A blood-debt is still owed
6 Spouse Traveling companions Escaped a prison together
4 5 6
1 Rivals (competitive) Sole survivors Both carry a curse
2 Childhood friends Shared secret Went AWOL together (hunted)
3 Apprenticed together Escaped a cult (hunted) Blessed by the same godling
4 Watches out for you Former bandits (hunted) Two bodies, one soul
5 Mentor / Student Each carry ½ a treasure map Bonded by a dark ritual
6 Past romantic Knows your dark secret. Keep Indebted to an unscrupulous
entanglement them close demon or godling

Your PC shares a bond with one other PC in the party. Roll for the person sitting to your left. Some bonds are
vague. It’s up to the players to develop the specifics. Roll 1d6 to determine the row and then column to find
your bond.

4
RANDOM GEAR
PERSONALITY 1D20 1D6 DURING THE WAR GEAR
1. Aggressive 8. Gregarious 15. Serene 1. Joined the militia Shield
2. Arrogant 9. Honorable 16. Snarky 2. Went underground Lantern
3. Bitter 10. Humble 17. Stoic 3. Joined the rebels Caltrops, 20
4. Clever 11. Loud 18. Suspicious 4. Fled Bear Trap
5. Courageous 12. Loyal 19. Vengeful 5. Gathered intel Mirror
6. Cruel 13. Nervous 20. Whiny 6. Played both sides Item of Choice
7. Deceitful 14. Reckless
STARTING RATIONS 1D20 Roll once on each of the tables below.
1-3 4-17 18-20 DUNGEONEERING GEAR 1D20
None. Hungry. 1 Day 1 week 1. Caltrops, 20 8. Oil flask, 3 15. Rope, 50ft.
STARTING GOLD 1D20 2. Candles, 5 9. Lantern 16. Lock-picks
10. Smoke 17. Ball
1-3 4-17 18-20 3. Chalk bombs, 3 bearings, 100
None. Broke. 2d6x10 3d6x10 4. Crowbar 11. Mirror 18. Spikes, 5
5. Grapp. hook 12. Padlock 19. Manacles
1D20 MOTIVATION 6. Hammer 13. Pole, 10ft. 20. Torches, 5
1 To get rich so you never have to
adventure again 7. Vial of Acid 14. Pulleys
2 To get rich killing monsters
3 To establish a stronghold / wizard’s DUNGEONEERING GEAR 1D20
sanctuary 15. Jar of
4 To pay for your habit / debt / 1. Air bladder 8. Fishing line eyeballs
obsession / research / affairs 2. Bear trap 9. Glue 16. Net
5 To crush your enemies & loot their
corpses 3. Bellows 10. Grease 17. Pick
6 To get revenge 4. Iron pot 11. Tongs 18. Rope 50ft.
7 To get away from this town
5. Caltrops, 20 12. Lock-picks 19. Shovel
8 To escape a series of poor decisions
20. Tobacco &
6. Chisel 13. Shield
9 To put your ill luck behind you pipe, 5 uses
10 To escape a life of crime 7. Drill 14. Metal file
11 To reinvent yourself
12 To sit on a throne of your foes’ skulls DUNGEONEERING GEAR 1D20
13 To indulge in drink, luxuries, & carnal
pleasure 1. Magic scroll 8. Horn 15. Rope, 50ft.
14 To indulge in forbidden rituals & lore 2. Bottle 9. Incense 16. Sponge
15 To avoid the executioner’s block 3. Card deck 10. Instrument 17. Spyglass
16 To buy your way into the nobility 4. Jug of wine 11. Lens 18. Tar pot
17 To open a business with your loot 5. Dice set 12. Half a map 19. Vile of acid
18 To seek fame & glory 6. Questionable 13. Pliers, loop 20. Big wheel
19 To escape your family’s legacy mushrooms of wire of cheese
20 To impress the wenches & himbos 7. Quill & Ink 14. Small bell

5
ARMS & ARMOR
WEAPON DAMAGE SLOTS HANDS VALUE NOTES
Dagger, hand axe, etc.* 1d6 1/2 1 5 R1** (thrown), concealable
Spear, Sword, Mace,
Battle Axe, Flail, Staff, 1d8 1 1 10 1d10 damage if wielded 2-handed
War Hammer, etc.
Bec de Corbin, Maul, Knock an enemy prone on a critical
Zweihander, Great Axe, 1d12 2 2 20 hit
etc.
Sling (including 1d6 1/2 1 5 R2, concealable
ammunition)
Bow 1d6 1 2 15 R3
R3, ignores 2 points of AC, requires
Crossbow 1d10 2 2 60 1 round to reload
Arrows/Bolts (20) n/a 1 n/a 15 3-in-6 chance to recover after an
encounter
Unarmed Attack 1d4 n/a n/a n/a
*Weapons with the concealable tag can use DEX or STR when rolling to-hit.
**Range (R) expressed in zones (pg. 12).
+Meteor hammers, spiked-chains and whips add +2 to the combat maneuvers: grapple and trip.

ARMOR AC SLOTS VALUE NOTES


Shield +1 1 10 Requires 1 free hand
Unarmored 0 0 5 Every day clothes
Light Armor +2 1 25
Medium Armor +4 3 200 Disadvantage to stealth
Disadvantage to stealth, and
Heavy Armor +6 5 800 swimming
Sleeping in medium or heavy armor inflicts 1 level of Fatigue (pg. 9) that cannot be cleared until a PC’s next
Good Night’s Sleep (pg. 13). These armors do incorporate a padded undergarment that can be slept in and
counts as light armor. It takes several minutes to put on medium or heavy armor.

EQUIPMENT
All prices are given in “value” to encourage barter and trade in addition to using gold. Payment for
things like ships, real estate, and so on usually takes the form of trade goods, favors, or oaths of
fealty rather than currency. “Value: 1” is equal to 1 gold coin or 20 silver pieces.
ITEM SLOTS VALUE ITEM SLOTS VALUE
Air Bladder 1 5 Bottle/Vial 1/3 1
Bear Trap 1 20 Bucket 1 5
Bedroll 1 10 Caltrops (bag) 1 10
Bellows 1 10 Cards with an extra Ace 1/3 5
Black Grease 1 1 Chain (10 ft) 1 10
Block & Tackle 1 30 Chalk (10 pieces) 1/3 1
Book (Blank) 1/2 50 Chisel 1 5
Book (Reading) 1/2 75 Cook Pot 1 2

6
ITEM SLOTS VALUE LIGHT SLOTS VALUE
Crowbar 1 10 Candles (10) 1 10
Drill 1 10 Lantern 1 30
Fishing Line & Tackle 1/3 10 Lamp Oil (3 flasks) 1 10
Glass Marbles (bag) 1/2 5 Tinderbox - 5
Glue (bottle) 1/2 1 Torches (5) 1 1
Grappling Hook 1 10
Light source ranges (R) are expressed in zones
Lens/ Magnifying Glass 1/3 100 (pg.12). They typically only cast bright light in
the zone that they occupy.
Lock-picks 1 100
Candle (R0): dim light, 6 Turns.
Manacles 1 10
Torch (R1): bright light/dim light, 6 Turns.
Metal file 1 5 Lantern (R2): Bright light/dim light/dim light,
9 Turns/flask.
Mirror (small, steel) 1/3 20
Torches and lanterns cast bright light in the
Musical Instrument 1 200 zone they occupy and dim light out to the
Nails (small bag) 1/3 5 range indicated.
It takes 1 round to ignite a light source. PCs are
Net 1 10 assumed to have basic fire starting gear. Magic
Oilskin Bag 1 5 may ignite a light source as a free action.

Oilskin Trousers 1 10 Light sources are visible a mile away. Light


sources dropped in combat have a base 2-in-6
Padlock & Key 1 20 chance of going out.
Pick 1 10 RETAINERS VALUE
Pole (10ft) 1 5 Wages are per day, not including food,
supplies, shelter, etc.
Quill & Ink 1/2 1
Laborer 1
Ration 1/2 2
Scribe 2
Rope (50ft) 1 10
Archer 3
Sack 1 1
Mason 4
Saddle & Tack 2* 100
Man-at-arms, on foot 6
Saw 1 10
Armorer or Blacksmith 8
Shovel 1 10
Man-at-arms, mounted 12
Spike, Iron (12) 1 5
Master Builder 15
Sponge 1/3 1
Barber-Surgeon 25
Spyglass 1 1000
Knight 25
Tar (Pot) 1 10
LODGING VALUE
Tent (3 man) 2 100
Bed, per night 1
Tent (personal) 1 50
Private room, per night 2
Water/wineskin 1 2
Meal 0.5
*Saddle & tack occupy 0 Slots when worn by Hot bath 1
an appropriate mount.
Stabling and fodder 2

7
PLAYING THE GAME MULTIPLE FAIL STATES
A failed save might mean that a PC picks the
lock, but their tools break.
ABILITIES
They misremember a bit of gossip and raise the
• Strength (STR): Used for melee attacks and guard’s suspicions.
saves requiring physical power. Add your
They scour the archives for a critical bit of lore,
STR Bonus to most weapon damage. but alert their enemy’s agents.
• Dexterity (DEX): Used for ranged attacks, They rustle some dry leaves and now the
delicate tasks, moving silently, and saves bandits on watch are suspicious.
requiring poise, speed, or grace. Add your Pcs are notorious for getting themselves killed
DEX Bonus to your AC. in dumb and hilarious ways. The dice always
betray them in the end. They don’t need the
• Wisdom (WIS): Accumulated knowledge and GM's’s help.
personal insight. Used for saves requiring
intuition, obscure knowledge, or a keen eye. CRITICAL SUCCESS & FAILURE
• Willpower (WIL): A measure of resolve. Rolling a natural 20 on a save is a critical
Used to wield magic and for saves requiring success. The PC may receive a boon, such as
mental endurance. advantage on a future related roll.

SAVING THROWS Rolling a natural 1 is a critical failure. Expect a


complication relevant to the situation at hand.
Saves are the default resolution mechanism of
Glaive. The default difficulty for saves is 13.
ADVANTAGE & DISADVANTAGE
To make a save roll 1d20 and add the
applicable Ability Bonus. A result of 13+ is a Not all saves are equally difficult.
success. An old castle wall may offer easy handholds to
A GM may apply a +/- 2 modifier to a save a climber. A glass tower could be nearly
when a situation is more or less difficult than frictionless.
normal but not dramatically so.
Trying to sneak past alert guards in broad
FAILED SAVES daylight will be significantly more difficult
than sneaking past drowsy guards on a
Saves occur when a PC attempts something moonless night.
where the outcome is uncertain and failure
has consequences. Rolls are risks. Good plans Having proper tools or foreknowledge of a
mean less risk and fewer rolls. Poor planning situation can increase the odds of success.
can mean lots of risky rolls. Rushing into a situation ill-prepared is likely to
have dire consequences.
Failure should be interesting. If not, don’t roll
the dice. When making a save with advantage or
disadvantage, apply a +/-4 modifier
Players deserve to be rewarded for engaging respectively.
with the game regardless of character ability
scores. LEVEL MODIFIERS
When PCs don’t have plot armor the Game
Master (GM) should discard binary pass/fail Sometimes a spell or save will apply a modifier
states. Failure should complicate the PCs' lives, based on a PC’s level.
not stop the game’s forward progress.
[L] = the PC’s level.
[HL] = half the PC’s level, rounded up.

8
DUNGEON TURNS ENCOUNTER DISTANCE
Dungeon: 2 zones (pg. 12).
Turns can be abstracted to represent the time it
takes to change the state of the party in-game. Wilderness: 4 zones (1 zone if surprised)

It takes 1 Turn to search an area for traps and


secret doors, move to a new area of the SURPRISE
dungeon, pick a lock, resolve a combat, listen
A check for surprise is made by the side/s that
at a door, etc.
are not expecting the encounter. A monster
More complicated actions will take longer. waiting quietly in the dark for an incautious
party would not roll for surprise. The PCs
would. Light sources can be seen a mile away.
TURN ORDER
1 GM rolls encounter die. Make a WIS save for each PC to determine
surprise. Any surprised groups or individuals
Party moves, maps, enters rooms, cannot act in the first round of the encounter.
2 listens at doors, searches, etc. A group that is not surprised acts normally.
Resolve encounters (distance, surprise,
3 reactions, possible combat).
REACTIONS
Track light sources & ongoing spells,
4 recover arrows/bolt. When the PCs encounter an NPC whose
5 Turn ends. reaction to the party is not obvious, roll 2d6
and consult the following table. Add the WIS
bonus of the PC interacting with the NPC.
THE ENCOUNTER SEQUENCE
REACTION 2D6
When the party moves into a new area or
spends time on an exploration activity, roll the 2 Hostile. Immediate attack.
encounter die and interpret the results. 3-6 Unfriendly. Possible attack.
If the PCs are moving cautiously they get the
omen before the encounter and spot signs of 7-9 Neutral.
any traps. Friendly. Monster/NPC leaves or
10-11
The fun part isn’t noticing the trap, it’s how the considers offers.
PCs deal with it. Use common sense and
inventory items. 12+ Helpful. Enthusiastic friendship.

PCs moving quickly or incautiously may get a


chance to Save vs WIS to notice a trap (GM's FATIGUE
discretion). Otherwise, they find traps via HP
and hirelings. Sprinting repeatedly, overland travel without
rest, or excessive activity inflict fatigue.
You can cover twice as much ground between
encounter rolls when moving quickly. It’s a Each level of Fatigue takes up 2 Item Slots
gamble whose risks must be weighed. and imposes a stacking -2 modifier to all
rolls.
ENCOUNTER 1D6
Resting for 1 Turn removes a level of fatigue.
Wandering monster appears 2 zones
1 away (zones pg. 12) At 4 levels of fatigue a PC collapses. They are
conscious but in a death spiral. If they do not
2-3 Clue, spoor, or omen
consume a ration or healing potion within 1
4 Rest for 1 Turn or suffer fatigue Turn they die. Rest alone will not save them.

5-6 Nothing of note occurs

9
COMBAT SHIELDS WILL BE BROKEN!
A PC wielding a shield may choose to absorb up
THE COMBAT ROUND to 15 points of damage by sacrificing their
shield. PC takes any additional damage.
A PC can move and perform a single action
during a round. A variation on the idea, Spears Will Be Shaken,
allows a PC to sacrifice a weapon in a similar
This action may be casting a spell, making a manner.
second move, making an attack, attempting a
combat maneuver, or any other action deemed
reasonable by the GM. COVER
Soft: +2 AC
INITIATIVE Hard: +4 AC
At the start of every round roll a d6 for each
Full Concealment: cannot be attacked directly.
side of the conflict. The side that rolls highest
acts first. All other sides act in descending
order. Ties result in simultaneous actions. FLANKING
When a creature and at least one of its allies
ATTACKING are adjacent to an enemy and able to attack
from different directions they flank that enemy.
Roll a d20 and add the appropriate ability
They each gains a +2 bonus on melee attacks.
bonus: STR Bonus for melee, DEX Bonus for
ranged attacks. To hit an enemy roll equal to
or higher than their armor class (AC). Enemies actively avoid being flanked if they
can see all attackers. As a free action save vs
If an attacker has advantage or disadvantage DEX to flank an enemy.
apply the appropriate +/-4 modifier.
On a hit, the attacker rolls their weapon's CRITICAL SUCCESS & FAILURES
damage die to determine how many hit points IN COMBAT
(HP) the defender loses.
When you achieve a critical success in combat
Add +STR to melee attack damage. your attack deals maximum damage.
Add +DEX to ranged attack damage. When you suffer a critical failure the attack
automatically misses. Enemies have advantage
Ranged attacks suffer disadvantage when the on attacks made against you next round.
target is in the same zone (pg. 12) as the
shooter.
HIT POINTS
Most spells do not require a to-hit roll. If a
spell does require one, it will be noted in the The danger a character can resist before having
spell’s description. Touching an unwilling to roll on the So, You Might Be Dead table is
target always requires a to-hit roll. quantified by Hit Points (HP). They are better
thought of as “Don’t Get Hit” Points.
HELD ACTIONS A PC’s Hit Points = 10 plus their STR Bonus.
A creature may hold their action until a Enemies have variable HP based on their Hit
specified circumstance triggers it. Held actions Dice (HD). A hit dice is a d8. Roll the number of
not resolved during the round they are HD listed for the enemy and add the numbers
declared are lost. together.
For ease of play GMs can assume an average
monster has 4 or 5 Hit Points per HD.

10
COMBAT MANEUVERS Guard. When an ally in the same zone (pg. 12)
is attacked make a STR Save to take the hit
Stunning, shoving, disarming, tripping, and so instead. When wielding a shield the blow does
on. Maneuvers can be attempted in melee ½ damage to you. Counts as your action.
combat by a PC to grant themselves, or an
ally, an advantage. Just remember that Reckless Attack. You receive advantage to
monsters can do the same. attack and damage rolls for a single attack. All
attacks against you have advantage until the
Disarm. Attack and exchange your damage to start of the next combat round.
disarm your enemy. Recovering the weapon
requires a full action. Ranged attackers may Shield Bash. Must be wielding a shield. Attack
not attempt this maneuver. and exchange your damage to stun or knock an
enemy into an obstacle/adjacent zone. See the
Feint. Attack and exchange your damage to stunned condition (pg. 33).
make 2 attacks next round with advantage.
Trip. Attack and exchange your damage to
Fight Defensively. Attacks against you have knock your enemy prone. Melee attacks against
disadvantage until the start of the next them have advantage until the end of your
combat round. You cannot attack or take next turn. Target may stand up but this counts
other aggressive actions, but you may move as their action. They may move normally.
normally.

Grapple. Attack and exchange your damage to


hold your opponent. Make a STR save each
round thereafter to maintain the grapple.
Allies have advantage to attack and deal +2
damage to your target.
A failed STR save indicates that the target
breaks free. This counts as their action for the
round. They may move normally.

11
ZONES, MOVEMENT, & RANGE a WIS save to move through without becoming
disoriented.
Zone mapping is an abstract method of
splitting up an encounter area. Sprinting to move an extra zone that round
might require a STR save.
A PC can move from one zone into an adjacent
zone as their normal move action. They may Any terrain traditionally considered difficult in
forfeit additional actions that round to move a D&D may require a save to move through.
second time. Monster movement rates are Failing the appropriate save means a creature
noted as “MV” followed by the number of failed to move through the obstacle.
zones they can move in a round. Some zones might disappear or change as the
Some spells, talents, or GM granted boons encounter progresses. Collapsing bridges, rising
might allow a PC to move several zones at water, or a spreading fire all push characters to
once as part of their normal move action. move quickly as the battlefield shifts around
them.
A PC can engage in melee with anyone in the
same zone as themselves. It also gives the PCs a chance to force NPCs into
those zones to contend with the threats as
In a tavern zones might represent the kitchen, well.
bar, and common area. In a small wizard’s
tower each floor might be its own zone. A
ship’s deck, the gangplank, and the dock. A ZONES, CHOICES, & TENSION
dungeon room, the corridor, the next room.
Encounters divided into multiple zones make
Zones can also represent vertical separation. A movement tactical and ask PCs to be in more
cliff. A catwalk. A balcony. A ship’s rigging. than once place at once. Do they focus on one
problem while others grow worse, or do they
divide their attention and weaken themselves?
OBSTACLES, DANGER, &
DIFFICULT TERRAIN KEYING ZONES
Typically, zones are separated by soft Each Zone should have a strong descriptive
boundaries, costing only time - a PC’s move term. If a zone contains a “swinging
action. But some zones will have hard candelabra” or a “blazing hearth” a GM can
boundaries, requiring a save to move through. typically rely on PCs to figure out how to
Enemies in a PC’s current zone could force a weaponize those descriptors.
STR save to avoid damaging blow as you move Most zone dressing will be mundane but
into an adjacent zone. actionable. A “rotting bookcase” to pull over on
A zone containing an arrow-trap might require an enemy or create an obstacle for a pursuer.
a DEX save to avoid damage as the PC dodges Special zones will hold things like a “cauldron
through the deadly projectiles. vomiting skeleton warriors”.
A zone full of concealing smoke might require

12
MORALE HEALING
Monsters and NPCs all have a morale rating, Assuming that you have not died . . .
usually between 5 and 9. When they face
more danger than they were expecting, the 1. Lunch. Consumes 1 ration. Heals a character
GM will make a morale roll by rolling 2d6 and for 25% of their max HP (round up). Lunch
comparing the result to the NPC's morale takes 5 minutes and requires a safe place. Test
rating. If the roll is higher than the rating, the for Random Encounters once.
NPC will attempt to flee, retreat, or parley. 2. A Good Night’s Rest. Consumes 1 ration and
Morale rolls can be triggered by drawing first restores all HP. Requires 8 hours of rest, a safe
blood, defeating half of an enemy group, place, and a fire or heat source. Test for Random
defeating a group's leader, or reducing a solo Encounters twice.
enemy to half HP. Other effects may trigger a 3. Magical Healing. Restores a PC to 100% max
morale roll at the GM's's discretion. HP. Ruinously expensive. Useful for curses,
Retainers also make morale rolls when they plague, amputated limbs, maiming, etc. Takes
aren't paid, their employer dies, or they face effect immediately.
extraordinary danger. Morale may be Unless found in a dungeon (scrolls/potions)
improved by paying retainers more and magical healing can be obtained from a temple.
treating them well. Large donations are expected in exchange.

INJURY DEATH
A PC can recover lost HP through resting,
A PC reduced to negative (5+STR) HP is dead.
eating rations, and consuming magic potions.
When a PC drops to 0HP or lower in combat They are cut in half, smashed to jelly, or their
they are Out of Action (OoA). They are unable head is lopped off. There aren’t enough
to do anything more than crawl away and sandwiches or healing potions in the kingdom
moan a lot. A PC who is OoA cannot be tended to fix them.
to during combat and must wait until they are
dragged clear of the scrum. Example. A Dwarf with +3 Strength can drop as
low as -7hp and still live. At -8hp they die.
After the danger has passed and your
comrades can administer aid, roll on the So,
You Might Be Dead table.
If things go badly and one or more PCs are left
at the mercy of their enemies there is a good
chance that they will be killed and eaten,
though possibly patched up enough to be held
for ransom.

2D6 SO, YOU MIGHT BE DEAD


You’re fine. Rub dirt on it. Regain
2-8 1d6 HP and return to action. Gain 1
level of fatigue.
Badly wounded. Gain a permanent
9-10 level of fatigue until you can seek
medical or magical healing (treat
as Remove Curse).
11-12 Maggot Food. You Dead.

13
ANCESTRIES TALENTS
Though grouped by theme, players are free to
CONSTRUCT mix and match talents.
Picky Eater. You need to consume and Players and GMs are encouraged to invent new
metabolize fuel. Pick a single, specific, common talents and reskin existing ones.
fuel source that you carry as rations.
Dirt is not fuel. Neither is water. Cedar logs, TERMINOLOGY
squirrels, coal, limestone, and peat bricks are.
Be careful what you consume in dungeons. [L]: A number equal to the PC’s level.
Begin play with the Stone Skin talent and 1 [HL]: A number equal to half the PC’s level,
talent of your choice. rounded up.
R: range expressed in zones.
DEVILKIN R0: the zone occupied by the PC.
Begin play with the Infernal Vision talent and Rx: the zone occupied by the PC out to the
one talent of your choice. number of zones indicated. Ex. R3 = 3 zones.
Ancestry Talents can only be taken by PCs of
DRACONIC the appropriate species. Not all devilkin have
tails, but no elf will ever grow one.
Begin play with the Draconic Bloodlines
talent and 1 talent of your choice.
BARBARIAN
DWARF Cleave. When you reduce a creature to 0hp
Begin play with the Stone Sight talent and 1 with an attack, make another attack with the
talent of your choice. same weapon against a target within range.
You can cleave a number of targets in a single
round equal to [HL].
ELF
Danger Sense. You have advantage on WIS
Begin play with the Star Eyed talent and 1 saves when rolling to determine surprise, and
talent of your choice. +2 on WIS/DEX saves to avoid sneak attacks,
and attacks when moving past hostile
HALF-FOOT creatures.
Begin play with the Luck of the Small Folk Die Hard. Once per Good Night’s Rest when
talent and 1 talent of your choice. you are reduced to 0hp, but not killed, you
stay on your feet with 1 HP. After [L] rounds
you drop to 0hp until you can get a Good
HUMAN Night’s Rest.
Begin play with 2 talents of your choice. Favor of the Gods. Gain a +3 bonus to AC when
you wear no armor. You may wield a shield.
ORC Sun's out, guns out!

Begin play with the Night’s Sight talent and 1 You gain +2hp each time you gain a new level.
talent of your choice.
RAGE! [HL] times per Good Night’s Rest you
can choose to enter a rage at the start of your
INVENT YOUR OWN turn as a free action, or as a reaction to taking
damage.
Select or create a talent or trait that is
common to that species. While in a rage, you have +2 to attack and
It should be something that can’t be gained damage rolls, reduce all incoming physical
after character creation - like climbing claws, damage by half, you are immune to fear and
or the ability to breath under water. A talent mind controlling spells.
that is genetic rather than a learned skill.
Spellcasting is not possible.

14
While raging, you cannot stop fighting until HOLY WARRIOR
you kill, subdue, or drive off all enemies. If one
of your allies has injured you this fight, they Banish. [HL] times per Good Night’s Rest,
count as an enemy. make a WIL save. 2d6+[HL] Hit Dice worth of
creatures are turned.
You can make a WIL save at the start of your
When used against a mixed group of undead,
turn as a free action to end the Rage. those with the lowest HD are affected first.
Rush. [HL] times per encounter you may take a Banished creatures flee the area and will not
free move action. harm or make contact with you.
Savage Strike. Reroll damage of 3 or less (not Undead creatures with 2 or fewer HD than you
including your STR Bonus). Use the better roll. are destroyed.
When you kill a foe, any damage beyond that Detect Rot. You can smell the foul taint of
required to reduce your target to 0hp carries necromancers, warlocks, cursed objects, and
over to another enemy in the same zone. evil creatures. You are able to track them as a
ranger tracks a dangerous animal.
DRUID When in their presence they emit a sooty
smoke and reek of sulfur. Only you can detect
Forest Walker. You gain the ability to leave these emanations.
mystical messages on trees, rocks, ponds, or
any other natural unworked object. Only the Once you have laid eyes on such persons or
intended recipient(s) or others with the Forest objects, Save vs WIS to track them when they
Walker ability can read these messages and
you must communicate with mental images are out of your sight (1 mile range).
rather than written words or runes. “Face Me!”. Challenge a foe to single combat.
You also gain the ability to step inside a tree to That creature must save vs WIL to attack
avoid harm or to restore your health. It takes 1 another target.
day to regain 1 HP in this way as you slowly If they do, they suffer a -2 modifier to all
draw water and nutrients from the soil. attack rolls and you have advantage on
When you enter a tree you may exit from attacks made against them.
another tree you can see. Heaven’s Crushing Touch. Requires the Kung
Dryads have either the best or worst possible Fu talent. Your unarmed attacks count as
response to you [50/50 odds] when making a magical for the purposes of harming creatures
reaction roll. unaffected by mundane weapons.

Iron Guts. You can eat almost anything and Hospitaller. Your knowledge of godlings and
suffer no ill effects. Rotten fruit, bugs, stinking spirits involves close study of the natural
meat, tree bark, grass and lichens. As long as world - seen and unseen.
it’s not outright poisonous it will function as a This leads to a strong working knowledge of
ration for you.
herblore, the four basic humors, and the six-
You have advantage on STR saves to resist plus-one chakras.
poisons.
With a healer’s kit (5 uses, 25gp, 2 slots) you
Old Tongue. You speak the secret language of can create a poultice, paste, or tea that will
rocks, trees, and animals. restore an additional 1D6+WIS HP to
You have +2 on reaction rolls when speaking to whomever it is administered during Lunch.
an animal, copse of trees, mushroom colony, or Keeper of Relics. You have been entrusted with
mountain for the first time. the safekeeping of 3 holy relics. You may pray
These things can answer questions but any over each relic to cast divine spells. You may
knowledge they share will be from an alien take this talent more than once.
perspective that is hard for humanoids to make Roll randomly or work with your GM to select
sense of. spells from the Spell List beginning on page
The Blood. You have advantage on WIS saves 26.
to track a creature that you have personally Reskin as sacred scrolls for Qigong Techniques
wounded. You can identify any creature you (pg. 31)
are familiar with by tasting its blood and
estimate how old the blood is.

15
Kung Fu. Your unarmed strikes deal The Manifold Cerebrum. You have trained in
[HL]1d6+STR damage & count as melee self-delusion, meditation, cerebration, and
weapons. other esoteric techniques to modify your mind,
making it alluring to your spells.
You can divide multiple damage dice among
targets in your zone, but you must make an After a spell has been cast and its effects
attack roll for each targets. applied, you yodel, sing, bark, and otherwise
attempt to cajole the spell back to you.
Signs & Portents. In mountain temples,
roadside shrines, or village dinhs you may Save vs WIL. If you succeed, your spell
spend an hour meditating to gain an immediately returns to its spellbook and you
understanding of the health and disposition of may cast the spell again.
the divine being in residence (if any).
If you have already recovered it once that day,
Should that god, demon, or guardian spirit make the save with disadvantage. Lost spells
have a pressing need you might receive visions are replenished after a Good Night’s Rest as
containing pertinent clues - though rarely clear usual.
direction. Scholar of The Unseen University. Your master
Suffer The Slings & Spears. As an action, when has entrusted you with the safekeeping of 3
an ally in the same zone is hit you may choose spellbooks. You may take this talent multiple
to take the damage for them. Not possible times.
against mental attacks. If wielding a shield Roll randomly or work with your GM to select
make a STR save. Take no damage if you spells from the Spell List beginning on page
succeed or half damage if you fail. 26.
Spell Eater. Once per Lunch, when a spell is
MAGIC USER targeted at you, save vs WIL. If successful, you
absorb the spell and may cast it once as if it
Billowing Robes. If you are wearing an were your own. Otherwise, you suffer the
outlandish costume worth at least 100 gp, your effects of the spell.
clothing counts as light armor. You can only hold one spell at a time in this
An outlandish costume worth at least 500 gp, manner.
your clothing counts as medium armor. Sword Wizard. You can cast spells while
An outlandish costume worth at least 1,000 wielding a weapon in one or both of your
gp, your clothing counts as heavy armor. hands. Replace spellbooks with swords whose
blades are acid etched with arcane symbols.
Eldritch Feast. A living spell has grafted itself
to your soul. You may cast it once per Good Your spells become sword-themed.
Night’s Rest. No spellbook or item slot is The Thrice Divided Intellect. You have
required. advantage (+4) on saves to resist magical
The effects of containing raw magic within attacks that affect your mind and senses.
your physical body manifests in some strange Sleep spells do not affect you.
and possibly upsetting way - be specific. 1D12 EXAMPLE FAMILIARS
By tasting an object you can tell if it is magical 1 A goat that fits in your pocket
or not.
2 A cat with the face of a wise old woman
Familiar. Gain a small mystical companion
with [L]+5 HP. You can communicate with it 3 A small bird with opinions
telepathically as long as you can see it. If it 4 A flatulent toad with demonic eyes
dies it can be re-summoned with 50gp worth
of components and a Good Night’s Rest. 5 A large and overly affectionate spider
Your familiar can hold one of your spells like 6 A raven with a fragile ego
an extra item slot. 7 An imp the size of an apple
Magic Ward. Reduce all incoming magic 8 An owl that smokes a tiny pipe
damage by half. Does not apply to self-
inflicted damage. Once per Good Night’s Rest, 9 A small amorphous elemental
negate the full effect of a spell that targets 10 A cat with human hands
you.
11 A frog with eyes all over its back
12 A non-acidic slime in a broken teacup

16
RACONTEUR Monster Slayer. [HL] times per day, you can
cause a weapon attacks to deal an extra d12 of
Bard’s Tongue. You have advantage when damage to a creature that is at or below 50%
negotiating, attempting to convince someone HP. If you miss, this ability is not expended.
to act against their own interests, or making a
reaction roll (pg. 9) for a sentient creature Quick Shot. If you do not move on your turn
that can understand you. you may make an additional attack with a
ranged weapon. Your first attack must have
Great Escape. Once per Good Night’s Rest you been made with the same weapon.
can automatically escape from something that
is restraining you and that you could plausibly Does not apply to weapons that take 1 or more
escape from. This includes grapples, lynchings, rounds to reload.
pit traps, and awkward social situations, but
not sealed coffins. Two-Weapon Fighter. You can fight with two
one-handed melee weapons at once. When you
Nimble Blade. You gain +2 on rolls to perform hit an enemy in combat roll damage for each
the following combat maneuvers: disarm and
feint. weapons and apply the higher result.

On a critical success, you may make an Wilderness Sense. You thrive in the wild,
immediate follow-up attack against your foe protecting the realm from the horrors that lurk
or another enemy in the same zone. in demon-haunted wodes and deep place of
the earth.
Reducing them to 0hp triggers this ability
again, up to [HL] times per round. You have advantage on WIS saves to forage,
track, hunt, and navigate in wilderness areas.

RANGER You are a skilled pathfinder. The penalties for


traveling through rough terrain are halved
Deadeye. If you miss with a ranged attack, when you act as a guide.
your next shot is made with advantage.
Suffer no travel penalties when you travel
Dog Whisperer. You have a dog. Dogs you train alone.
have advantage when attempting to Move
Silently & Unseen, communicate to you if an
area is obviously dangerous, and can track a
week-old trail by scent without fail (barring
magical concealment).
Crippling Shot. If you hit an enemy with a
ranged weapon, you can choose to deal 1
damage instead of rolling. They cannot move
until the end of your next turn and their next
attack deals half damage.
Deflection. Once per encounter when a
physical ranged attack would hit you, save vs
DEX as a free reaction. On a success you block
the attack.
If the die result (before bonuses) is 18+, you
deflect the shot back on your attacker.
Impossible Shot. Once per Lunch, you can
make an impossible shot with a ranged
weapon. The attack automatically hits. The
attack can bounce around corners, cut a coin in
half, or part a single hair on a target’s head.
Inhuman Accuracy. Your arrows appear to
twist and turn in flight like birds. You ignore
the penalty for shooting within the zone you
occupy and there is no risk of hitting allies.
Targets only receive half of their normal cover
bonus (if any).

17
THIEF WARRIOR
Always Armed. Even when you have been Girded Loins. Once per Lunch, reduce the
disarmed, you still have a dagger hidden on damage from an attack made against you by
you. ½.
Always Prepared. In town, you may buy an You have advantage to save vs fear. Hirelings
Unlabelled Package 1 use, 20gp, 1 slot). When get a +2 to morale and may reroll a failed save
the package is unwrapped in play, you declare vs fear.
what it contains, as long as the contents are
available in town. Hack & Slash! Your critical success range is
18-20. When you roll a natural 18-20 on your
Small items that can be bundled together (ex. attack roll you may perform a free combat
3 oil flasks) will be of a quantity sufficient to maneuver in addition to your attack.
fill the Item Slot. You can have up to two The same applies to a critical success on a
Unlabelled Packages at a time. combat maneuver. You may perform a free
Backstab! Whenever you have a situational attack in addition to the combat maneuver.
bonus to an attack roll (surprise, elevation, You cannot move to use this free attack, but if
flanking, etc.) inflict an addition [HL]d6
damage. You must use a melee weapon. You you have a dagger or hand-axe you can use it
attack with advantage if you have surprise. to make a ranged attack.
Cat’s Eyes, R1. With a small amount of light Opportunist. Once per round, enemies
(moonlight, candle) you can see in dim light as attempting to move in or out of the zone that
though it were daylight. you occupy provoke a free attack from you.
Evasion. You have advantage on DEX saves vs Other movement (enemies being tripped or
attacks, as long as you can see the attack knocked prone, wizards waving their hands
coming. If success would halve the damage, about to cast spells, enemies interacting with
you instead take no damage. items/objects) in your zone also trigger this
talent.
Damage from falls do half damage.
Professional Killer. Warfare is your trade and
Gutter Lurk. Spend an hour skulking around death is your craft. You gain an extra attack
town and automatically learn [HL] rumors each round.
without making a save vs WIS.
Keen Eyed. You have advantage on rolls to You gain +2HP each time you gain a new level.
Find Hidden Things. You can’t be snuck past. You can only take this talent once.
Lock Snipe. You have advantage on DEX saves Casting spells cancels out your extra attack,
to disable traps and pick locks. (Both require
specialized tools.) unless the spell lives within a magical weapon
your are currently wielding and is trigger by
Pack Rat. You have 3 additional Item Slots. making a weapon attack.
Quick Fingers. You have advantage on DEX Riposte. Once per round when you are struck
saves to pickpocket people. You can steal by an enemy, make an immediate free attack
things directly out of someone’s hands with a in return.
DEX save (no advantage). Shield Master. When a physical effect allows a
Roof Rat. You climb just as well without save for ½ damage, take no damage if you
succeed - your shield absorbs the blow.
climbing gear as with it.
Shields provide you with +4 AC against ranged
If a climb is possible using gear, you don’t need attacks, instead of the usual +1.
to roll, even if you’re free-climbing.
Veteran. Those who fight fair, die first. You
If a climb would be impossible without gear gain +2 on all combat maneuvers (pg. 11).
you can make a STR save to attempt it
anyway. You gain +2HP each time you gain a new level.

18
ANCESTRY TALENTS DRACONIC
Draconic Bloodlines. You manifest the great
wyrms in some physical fashion. Roll 1d4:
CONSTRUCT
1. Fangs & Claws. Your claws and fangs are
Gadgets. You have 3 mundane items from the particularly pronounced and function as
GLAIVE equipment list built into your body: natural weapons (1d6 +STR damage).
crowbar, lock picks, piton dispenser, a grease
nozzle, etc. They do not count against your 2. Horns. You have really cool horns. Ram,
total number of item slots. bull, rhino, triceratops, etc. Roll with
advantage when attempting to intimidate
Secret Compartments. You have 3 internal anyone shorter than your horns.
item slots. They are concealed, but can be
found with a deliberate search (WIS save). 3. Tail. +2 to the following combat maneuvers:
disarm and trip.
Stone Skin. Your outer casing functions as light
armor (AC 12). This can be upgraded. 4. Wings. You cannot fly. But you can fall up
to 3 zones without taking any damage. After
It takes [new AC-10] x100gp and a skilled that, you take half falling damage.
artisan to increase your AC by +1 (max +17).
Elemental Breath. Like actual dragons, your
Requires 1 week of downtime per +1. ancestors were originally spawned by
Examples. AC13 will cost 300gp, AC14 will costs elemental forces.
400gp, etc. It costs 2,500gp to reach AC17. Once per Good Night’s Rest you can manifest
Unlike the meat-bags, you can sleep in your this as an exhalation of destructive energy.
armor because it is your skin.
Determine the elemental energy type of your
DEVILKIN breath attack (Acid, Cold, Fire, Lightning, or
Hell Child. Your demonic bloodlines allow you Poison) and shape: cones affect all targets in
to sense when creatures from the Nine-Fold your zone, or a stream that can hit up to [L]
Hells are nearby. targets in a line as distant as an adjacent zone.
This registers as a sulfuric burn in your nostrils Your breath inflicts [HL]d6+STR damage.
that varies in intensity with distance and the All creatures affected by your breath attack
power of the hellspawn. may attempt a save (vs STR for Cold and
This is not a precision ability. An imp in the Poison, DEX for all other types) to take half
next room smells the same as a demon prince damage.
three leagues away. Scales. Reduce incoming physical damage by 2
Infernal Vision, R1. You can see the heat of point. You gain a +2 when making STR saves
other creatures and objects in adjacent zones, to resist physical attacks and effects.
even in complete darkness. The Stare, R0. You have the dead eyes of a
Anything brighter than a lantern overrides this coldblooded predator. save vs WIL to lock eyes
ability. with a single creature you can see. You are
both incapacitated. Save vs WIL each round to
Prehensile Tail. Can be used as a crude third maintain.
arm. It can’t wield a weapon but it can carry
things, help open stuck jars, and make melee The target creature must have eyes and basic
attacks against anyone who has you in a animal intelligence.
grapple.
Read The Coals. You can gain insight from
mundane fire. As long as the embers are still
warm you can create a ghostly illusion that
plays back everything that happened within
the light of that fire.
The ash and embers cannot answer questions
or recognize individuals, but if you are looking
for something specific, and you have seen it
with your own eyes earlier, you can jump
directly to that part of the illusion.

19
DWARF Star Eyed. Elves treat starlight as sunlight. If
they can see the stars, they can see as well as
Handy if Not Handsome. As long as you have they can during the day. You can do the
basic tools you can make significant repairs to spooky head turn thing like an owl. You
a single object overnight. If a shield has been effectively have 360-degree vision.
sundered or spear broken, you can repair them
with a single night of work. You don't even This doesn't help in dark, underground
need sleep when you work: your obsession is dungeons, but is helpful in the wilderness.
refreshing. Uncanny. You can sense (but not see) invisible
You have 3 extra item slots. These are hidden creatures within your zone. This lets you
in your beard. pinpoint their location. You also get a sense of
their movements, so if they are moving their
Roots of The Mountain. As long as one foot is limbs, you can attack them without penalty.
planted firmly on the ground you have
advantage on STR saves to resist being
knocked prone, shoved, or otherwise moved. HALF-FOOT
You gain +2 on rolls to perform the following Luck of the Small Folk. Once per Good Night’s
combat maneuvers: grapple, shield bash, trip. Rest reroll any failed save.
Stone Cunning. You know when all the secret Shifty Wee Bugger. When a larger enemy
doors in a dungeon level have been found. misses you with a melee attack, you may force
By tasting and nibbling the stone of a room them to make another melee attack against a
you can determine if there are any traps target within range. It’s possible to make
nearby, though not their exact location. enemies hit themselves with this ability.
Stone Sight, R2. With a weak light source Alternatively, on your next turn gain
(candle, starlight, etc.) you can see up as if it advantage on a combat maneuver.
were day.
In complete darkness (windowless room, ORC
dungeon, deep cave, etc.) dwarves use sonic
throat singing, providing them a sort of sonar Night’s Sight, R2. With a weak light source
that lets them see as if it were dimly lit. The (candle, starlight, etc.) you can see as if it were
range is 2 zones. day.
Moving Silently & Unseen is impossible when Tough as Nails. You're built hardier than most
using these vocalizations. humanoids. You have advantage on STR saves.
Stubborn. You get so stubborn that even spells
stop affecting you. You are now a magic null
zone. Magic of any kind, both good and bad,
cannot work on you directly. Shaving your
beard cancels this ability.

ELF
Glade & Glen. You are attuned to the living
spirits all around you in stoic rock, burbling
stream, and wolf's red ripping mouth. You
move through the landscape without leaving a
trace, and the natural world conspires with
you in this.
You are sly and wily. Gain +2 to Move Silently
& Unseen.
When traveling through a wilderness alone or
with other elves you cannot be tracked.
You gain +2 when rolling to avoid surprise
when not in a settlement, dungeon, or other
non-natural environment.

20
ADVANCEMENT UPKEEP
Adventuring can sometimes be profitable, but
GAINING A LEVEL it is always expensive.
When a PC gains a level: The ongoing costs of maintaining gear and
armor, municipal fees and taxes, burning
Their HP increases by +5.
candles to study magic tomes in dark cells,
They select a new talent. PCs can have a local nobles taking huge cuts from the treasure
maximum of 6 talents. you “recovered” on their land, and the vast
quantities of alcohol and psychotropic
They increase a single Ability Bonus by +1. substances needed to cope with the things one
No Ability Bonus may be higher than +5, and sees down in those dungeons really add up.
no Ability Bonus may be more that a PC’s This can be abstracted as Level x10 gold pieces
Level +2. per week.
As PCs gain levels and their powers grow, so
too do their appetites. Any time the party
returns to town from adventuring roll 1d6 to
EXPERIENCE POINTS (XP) determine how many weeks pass before their
next adventure. If it is winter, roll 1d4 to
PC’s need 250 x[L] to level-up. determine how many months since the party
XP resets to zero each time a new level is last ventured out of town.
gained. If the party can’t pay their bills then they are
PCs receive 1 XP per coin recovered from a in debt. Some debt-holders will accept
dungeon, earned from nefarious jobs, or stolen repayment in coin (with interest) but most will
from some git who deserved it. They do not get want repayment in the form of a task to be
XP for coins found or earned through honest performed. The I’m In Your Debt table on page
work. Non-monetary treasure that has value 22 is intended to inspire your own ideas.
(statues, art, thrones made of human skulls, Use the “6+” result when PCs owe 1,000gp or
weird magic shit) must be sold, donated, or more to someone.
used for barter before any XP can be gained
from them. Upkeep is an abstraction. As PCs gain levels
and acquire treasure their ability to exert
GMs should also reward XP for clever plans influence on the game world increases. They
and overcoming significant challenges. may wish to open a tavern, build a keep
GMs can give XP for “good role-playing”: (usually requires a grant of land) or a wizard’s
meaning a PC makes in-character choices, even tower. They may be granted a fief by a local
when it puts them at a disadvantage. It does noble.
not mean “doing a voice”. These things all have associated costs and
ALTERNATE XP METRICS responsibilities that are beyond the scope of
this thin ruleset and can replace Upkeep at the
Gold for XP doesn’t work in every game. But an GM’s discretion.
XP mechanism that drives PC interaction with
the game-world always works.
Allies gathered at Court, Magic Oliphants
wrangled, Relics recovered from Lost Ruins,
Clues discovered, Goblin noses harvested,
Quests (Jobs) completed.
XP should be goal-oriented and player-driven.

21
CAROUSING RESEARCH [WIS]
Spend gold for extra XP! (Double-dip.) The RETURN. 75% of gold spent.
riskier the activity the more XP a PC can earn. How nerds spend their downtime. After days
If your party does its banking collectively, spent risking your neck in dusty tombs it’s nice
divide the party’s total gold by the number of to relax with some dusty tomes.
party members. This is the amount of gold Learn ancient lore about the ruins you are
available to a single PC for carousing. exploring, the glowing rod you recovered, or
Roll 1d6 x50. This is the amount of gold spent some other scholarly pursuit.
in one week of carousing. If the PC lacks the
funds rolled, they gain ½ the XP indicated by SHADY BUSINESS [DEX]
the roll and spend all their funds.
RETURN. 100% of gold spent.
To engage in any of the carousing activities,
save vs the indicated ability score. Make friends in low places. Fence some goods,
make contact with the local thieves guild, get
If a save is failed, roll on the appropriate table. top dollar for those sentient mushrooms the
Unless stated otherwise, a PC still gains the XP. cleric in your party would not approve of you
picking, let alone selling. (Especially after that
OVERSPENDING great feast their chieftain threw for you guys.)

When you spend coin that you don’t have this


will seriously complicate your PC’s life, and
most likely the lives of the entire party.
1D6 I’M IN YOUR DEBT
If the PC rolled an amount of gold higher than
they can afford, the carousing roll is made Minor noble with a dark secret. They need
with disadvantage. you to perform a task that they cannot be
1 seen doing themselves. It would look bad
Roll on the I’m In Your Debt table. for them. It will mean certain death for
commoners like yourselves if caught.
DEBAUCHERY [STR] Local merchant’s guild. If you’re lucky it’s
just some boring caravan guard work.
RETURN. 100% of gold spent. 2 More likely, you’ll be persuading some
Party like it’s 1066. Vice and excess! The PC recalcitrant guild member to pay their
spends gold on flesh, drink, and exotic drugs. dues.
The shit you’ve seen down in those dungeons? Local criminals. There’s a little something
Who can blame you?! 3 at the Merchant Guild Bank they’d like you
to acquire for them.
FOPPERY [WIL] An unscrupulous wizard needs you to
“retrieve” an item which he “lent” to
RETURN. 75% of gold spent. 4 another wizard some time ago who never
The dandy gadabout. After slogging through gave it back.
the mud and blood, some PCs just need to feel Village farming collective. They have a
pampered. Hot spring bathing, mud packs, tiny 5 minor wereboar problem they would like
cucumber sandwiches. Gain 1 silly (but you to look into.
exquisite) article of clothing for your, 1; head, Local temple. That pesky Cult of The
2; torso, 3; legs, 4; feet, 5; roll 1d4 and make it Lurking Eye is causing trouble again, and
jewelry, 6; roll 1d4 and make it makeup. there’s something with too many legs
6
You make those fancy-pants work! down in the catacombs. Also, time is a flat
circle, whatever that means.
A minor demon who traffics in flesh,
PHILANTHROPY [WIS] narcotics, and most other vices has
RETURN. 75% of gold spent. purchased a contract for your soul equal to
6+ the amount you over-spent.
Smug do-gooder. Spend gold on whatever you
consider worthy social institutes - temples, You work for them until the debt is paid.
food banks, orphanages, libraries, providing +10% interest. Per day.
free health services at the local brothel.

22
1D12 DEBAUCHERY 1D12 RESEARCH
1 Fight! All carousers vs 1d6+2 brawlers 1 Something went wrong: 1. Eyes glow
2. Skin changes color 3. Constantly belch
2 Strange bedfellows. Roll on Fling & Who up small frogs 4. Hair made of snakes.
Knows They do not want to be touched 5. Skin
3 Insult someone important. Roll on Person becomes transparent 6. The less you move
of Rank table the more active your shadow becomes.
4 Lasts until the first Good Night’s Rest of
Gain a reputation. The cost of carousing in your next adventure
this town doubles for you 2
5 Initiated into secret society. WIS save to
Start a fire! Roll on Arson & Who Knows remember countersigns and handshakes
tables
3 A magical creature starts following you
6 You got sick on the wrong doorstep and around; 1. Devilish, 2. Fae, 3. Elemental, 4.
made an enemy. Roll on the Powerful Invisible 5. Construct, 6. Shadow. You have
Persons table no idea what it wants
7 1d4 thieves try to rob you while you are 4 Your research has angered someone. You
pissed. You suffer a -2 modifier to all rolls receive a veiled threat. Roll on the
due to intoxication Powerful Persons table to determine who
8 You defecate in the local fountain. Furious from
washer-women chase you through the 5 Research blows your mind! Gain no XP
dawn streets hurling stones and inventive 6
insults Book is actually an adolescent mimic. Roll
initiative!
9 New tattoo! Roll on Tattoo table 7 Passionate night of love making with a
10 Wake up pant-less in an alley. A random ghost that lives in the library archives. You
spellbook or magic item is missing are covered in tiny cuts and burns
11 Less-than-fresh lover. STR save or acquire 8 Automatically retain the first spell you
the “dungeon delver’s itch” cast on your next adventure. It can be cast
12 Hangover. -2 to all rolls. WIL save for each again that day. Instantly forget how you
spell cast or it backfires on you. Lasts until did it
the first Good Night’s Rest of your next 9 Local temple deems your research
adventure heretical. -4 to reaction rolls in town
1D12 FOPPERY 10 You gain a random mutation. Lasts the
1 Drunken rant. You only get 50% XP. WIL duration of your next adventure. WIL save
save or gain a shitty reputation or it’s permanent
11 Arcane tome is actually a wizard trap.
2 Strange bedfellows. Roll on Fling & Who Begin your next adventure with 50% HP.
Knows You look like a Wile E. Coyote stick of
3 Gain an admirer. Roll on Powerful Persons cartoon dynamite went off in your face.
12 You meet someone who wants to be your
4 Get scammed by a grifter and lose all your apprentice. They are obsessive and clingy.
cash. You only get 50% XP
5 You gain a ridiculous but exquisitely
crafted item of clothing for your: 1. Head
2. Torso 3. Hands 4. Legs 5. Feet 6. Roll
again but it’s jewelry
6 Indigestion. Must rest 1 Turn in 3. Lasts
until the first Good Night’s Rest of your
next adventure
7 Inadvertently magical meal! Gain 1d4 HP
permanently
8 Offend a well-connected dining
companion. Roll on Powerful Persons table
9 Tricked into buying low quality garments.
You only gain 50% XP
10 You impress the locals. Gain +25% XP the
next time you carouse in this manner
11 Wake up in the local temple. 1-3; they’re
furious, 4-6; they’re glad you stopped by
12 New tattoo! Roll on Tattoo table

23
1D12 PHILANTHROPY 1D6 ARSON
1 Your generosity is seen as self- 1-3 Your favorite inn burnt down
aggrandizing. You can no longer practice 4-5 Some other den of ill repute burnt down
philanthropy in this town
2 Recipients are a front for a sinister cult. 6 Entire street of local town burnt down
You are their dupe
3 Your donation arouses envy. You gain an 1D12 FLING
enemy. Roll on the Powerful Persons table 1 A bard. Songs will be written!
4 An urchin adopts you. They follow you 2 A flatulent goblin with a shit-eating grin
everywhere. They’re a very sneaky hireling 3 Someone expecting to be paid. Cough up
who doesn’t ask for pay 1d4x20gp or there’s going to be trouble
5-7 You gain an excellent reputation. +2 to 4 Local Powerful Person (see PP table)
reaction rolls from folks who have heard of 5 Huge sow with the name “Cletus”
you tattooed on her rump
8 You gain an ally in the local community. 6 Gnome in a frock coat & tricorn hat
Roll on the Powerful Persons table 7 Another PC. Neither of you remembers
9 You’re donations attract the attention of anything
the local thieves’ guild (or equivalent) 8 A beauty who is not what they seem
10 Gain a Henchman for life (yours or theirs) 9 Local hermit with halitosis so potent it is
11 Everything you buy in town is 10% almost visible to the naked eye
cheaper 10 A dashing Half-Foot who doesn’t give a
12 There is talk of raising a statue in your shit about you
honor 11 A trio of filthy dwarves
12 A pleasant person of appropriate gender
identity & orientation

1D10 POWERFUL PERSONS


1D12 SHADY BUSINESS 1 Local noble
1 Gamble it all away. Roll 1d8 x100gp to see 2 Local law
how much extra you lose 3 A wizard
2 Busted! One of your hands will be cut off 4 Local business owner
in the morning unless you are rescued or a 5 Local cleric or priestess
500gp bribe is made to the local person in
charge (noble, reeve, etc.) 6 Local sage
3 Things went sideways and you prayed for 7 Sinister cult
divine intervention. Shockingly, it was 8 Supernatural creature
delivered. You are indebted to a 9 More successful and better looking rival
supernatural power adventurer
4 Start a fire! Roll on Arson & Who Knows 10 Trade Guild
tables
5 Made an enemy in the local underworld. 1D8 TATTOO
Roll on the Powerful Persons table
1 Totally Metal!
6 New tattoo! Roll on the Tattoo table
2 Blasphemous
7 1d4 thieves try to rob you while you are
pissed. You suffer a -2 modifier to all rolls 3 Offensive to [random humanoid species]
due to intoxication 4 Misspelled
8 You make a new contact in the local 5 Heckin’ Cool
underworld: 1. Alchemist 2. Sage 3. Spy for 6 Extremely Lame
a secret society 4. Street rat who wants to
be your apprentice 5. Poisoner 6. Fence 7 Nonsense in a language you can’t read
9 Strange bedfellows. Roll on Fling & Who 8 Impossible to conceal (roll again)
Knows
10 Wake up in a local temple. 1-3; they’re 1D6 WHO KNOWS
furious, 4-6; they’re glad you stopped by
1-2 Nobody knows
11 A deal went sideways. You are being
hunted 3-4 Your fellow carousers
12 You “acquire” a partial map to a lost ruin 5 Somebody who is not above a little
no one has heard of before. You could try blackmail
Researching it 6 Everybody knows

24
MAGIC ACQUIRING NEW SPELLS
PCs are unable to create, copy, or transcribe
spellbooks. In order to gain new spellbooks PCs
SPELLS must adventure for them, either recovering
Spells are small fragments of elemental chaos them from dungeons or stealing them from
left over from the creation of the multiverse. other magicians.

In the material world they manifest as ghosts, PCs openly carrying loads of spellbooks are
demons, will-o-wisps, and elementals. Most likely to be hounded by bandits and wizards,
burn themselves out quickly and return to the themselves looking to "acquire" new spells.
chaos from which they came. Some manage to Any rat-catcher bold enough to brave the
linger and become big problems.
dungeon depths has one or two spells in their
Spells have rudimentary intelligence, but they arsenal.
grow and mature just like any living thing. An
ancient mage's spells are often as crafty and Those who fully dedicate themselves to arcane
subtle as their caster. study becomes wizards, sorcerers, and witches
Spells are unique. They have personalities. able to get much more utility from their spells.
(Eldritch Feast, Magic Ward, Spell Eater, The
SPELLBOOKS & OTHER Manifold Cerebrum)
CONTAINERS A wizard's mind is a dangerous place.
“Spellbook” is the generic term used to
describe a vessel that houses a spell. Holy
relics, rune stones, etc. are all “spellbooks.” POTIONS, SCROLLS, &
ARCANUM
A spellbook is like a gilded prison. Spells are
bound to them, preventing spells from Unlike spellbooks, once a potion is consumed,
returning to the elemental chaos when cast. or spell cast from a scroll, it is gone forever.
Importantly, each spellbook only holds a Arcana are small magical objects (1 slot) that
single spell, and each spellbook takes up an can be used a number of times before they
item slot. burn out.
If a PC wants to be able to cast a wide variety
of spells they'll have to fill most of their WANDS, STAVES, & RODS
inventory with spellbooks.
Wands, staves, and rods are the bags of
Becomes a muscle-wizard! holding of spells.
Wands can bind a single spell and typically
LEVEL-LESS SPELLS contain 1d3 uses. Each time a wand is
completely drained of charges, there is a
Spells scale in power with the PC. See the spell stacking 1-in-6 chance the wand can no longer
list for details. coax its spell to return and it breaks.
Staves and rods typically hold 2-4 spells and
CASTING have 1d6 uses. Each time a rod or stave is
completely drained of charges, there is a
Spellbooks must be held in both hands and stacking 1-in-6 chance the stave or rod can no
read aloud. Each spellbook can only be used longer coax its spell to return and it breaks.
once per Good Night’s Rest. Some talents
create exceptions to these rule.
PCs can cast as many spells as they can SIZE
physically carry. When a spell allows for a WIL Some spells refer to a creature or object’s size.
save, apply the caster's [HL] to the difficulty of
the save. -Tiny. Easily held in the hand.
-Small. Child-sized.
-Medium. Man-sized.
-Large. Ogre-sized.
-Huge. Dragon-sized.

25
SPELL LIST 09 Befuddle (R0): A creature of your choice is
unable to form new short-term memories
for the duration of the spell.
TERMINOLOGY 10 Belladonna’s Pit (R1): Once per round
summon or banish six 5’ sq. cubes of
Burst: A spell that affects an entire zone. matter. Material will be the same as the
[L]: A number equal to the caster’s level. target area (dirt, stone, metal, etc.). New
cubes must be affixed to a surface or each
[HL]: A number equal to half the caster’s level, other.
rounded up. 11 Bat Wings: Your arms turn into huge bat
R: range expressed in zones. wings. You can fly at twice your normal
movement rate. Duration: [HL] Turns.
R0: the zone occupied by the PC.
12 Charm (R0): The person regards you as a
Rx: the zone occupied by the PC out to the good friend and ignores the obvious spell
number of zones indicated. Ex. R3 = 3 zones. you just cast on them for [HL] Turns. Make
a DC20 WIL save to make it permanent.
Some spells have a minimum range (R x-y).
Only affects “people”. If it's worried about
taxes, gossips, and wears pants, it's a
01 Acid Fog (burst 1): Creates a cloud of person.
deadly fog. The cloud is opaque (blocks 13 Color Spray (R0): Creatures must pass a
vision), and creatures in the cloud take WIL save or be incapacitated for [L] rounds.
[HL]D4 acid damage per round. Affects up to [HL]+1 creatures.
02 Animate Object (R0): Object obeys your 14 Command: A creature who can see and
commands as best it can. hear you obeys a command of [HL] words
03 Anklecrusher (R1): Target creature or length. WIL save to resist.
object is grabbed by the ground itself.
Target takes [HL]1d6 damage and is The command cannot directly cause the
immobilized. target harm, or force them to commit a
directly harmful action.
DEX Save for ½ and avoid being 15 Comprehend: You become fluent in all
immobilized. Prone creatures auto-fail. languages for [HL] Turns.
Target is immobilized. STR Save to end.
04 Arcane Eye (R4): You can see through a 16 Conjure Elemental (R0): Summon an
magical floating eyeball that flies around elemental (air, earth, water, fire) of [L]HD.
at your command. Duration is [HL] Turns. A large volume of the appropriate element
is needed.
Remain stationary or STR save to avoid Controlling the elemental requires full
vomiting and becoming stunned. concentration. A caster can do nothing else
05 Astral Prison (R0): An object is frozen in but move at half speed (WIL save to move
time and space within an invulnerable zones). You cannot cast other spells.
crystal shell. DEX save to avoid being
trapped. Caster may dismiss the elemental at any
time, while they control it, back to its
06 Attract/Repel (burst 1): [HL]+1 objects are elemental plane.
strongly magnetically attracted or repelled
to/from each other if they are in the same If caster is distracted or take damage, WIL
zone. save to maintain control. Otherwise the
elemental regains its freewill and will
07 Auditory Illusion (R3): You create illusory immediately try to kill the caster and any
sounds that seem to come from a direction who get in its way.
of your choice.
17 Control Plants (R0): Nearby plants and
08 Beast Form: You transform yourself into a trees obey you and gain the ability to
Grue (a long-limbed, shaggy-pelted move at 1 zone every 2 rounds.
predator from the Sideways) for [HL] +1
rounds. (Stats as Owlbear.)

26
18 Counterspell: As a reaction, or against an 28 Elemental Wall (R1): A straight wall of ice,
ongoing magical effect make a WIL save. earth, or fire 10ft high and the length of
On a success, you may cancel the spell. the zone rises from the ground.
Compare the caster’s HD to your [L]. Apply 29 Enlarge (R0): Creature becomes one size
a +/-2 modifier for every HD above or larger, gains [HL]+10hp, advantage on STR
below [L]. saves, and all attack damage go up one
die size. Duration is [L] rounds.
19 Crow Friends (R1): Conjure a murder of
crows that flap and caw around the target. 30 Fade (R0): Target phases out and becomes
Target has disadvantage on attacks and unable to affect the world in any way
saves that require focus. except visually.

Lasts up to [L] rounds as long as you If they would be inside a solid object when
concentrate on the crows and cast no other the spell expires, they are harmlessly
spells. WIL save to maintain if you take shunted into the nearest open space.
damage.
The maximum size of the target is
20 Crushing Grip (R1): [L]HD worth of determined by the caster’s [HL]. 1 = tiny, 2
creatures are paralyzed for [HL] minutes. = small, 3 = medium, 4 = large, etc.
STR save to resist.
31 Fairy Fire (R1): Creatures or objects are
21 Death Mask: Touch a corpse and the face outlined in magical light. DEX save to
peels off like a mask. The rest of the corpse avoid. For the duration, objects and
shrivels up and flakes into dust. creatures shed dim light (10’ radius).
Attacks against them have advantage.
When you (and only you) wear the mask, Reveals invisible objects/creatures.
you look and sound like the person whose
face you are wearing, but only to sentient 32 Feather Fall (self and up to [HL]
living people. creatures): If you would take fall damage,
you can cast this spell as a reaction to
The mask will rot into uselessness after [L] negate it. You float gently to the ground
days. Make a DC20 WIL save to make (possibly alarmingly late).
permanent. 33 Feeblemind (R0): A creatures must make a
22 Detect Magic (R2): You hear nearby WIL save or become an imbecile, unable to
magical auras singing. Volume and think clearly or cast spells for [L] rounds.
harmony signify the aura's power and Wis save ends.
refinement. Duration is [HL] Turns. 34 Filch (R2): [HL] visible tiny items teleport
23 Disassemble: Any of your body parts may to your hands.
be detached and reattached at will, 35 Find Traps (R0): Trapped objects, magical
without causing pain or damage. You can or mundane, glow with a magical blue
still control them. light. No knowledge about the nature of
24 Dissolve (R0): Target you stare at takes the trap or how to disarm it is granted.
[HL]D6 ongoing acid damage and begins to 36 Fireball (burst 1-3): A bright streak flashes
dissolve as long as you take no other from your pointing finger to a point you
actions. STR save for ½ damage. choose then blossoms with a low roar into
You can melt locks, hinges, tripwires, or an explosion of flame. [L]D6 damage, DEX
illusions with this spell. save for ½.

25 Displace (R0): An object appears to be up The fire spreads around corners. It ignites
to 1 zone away from its actual position. flammable objects in the area that aren't
Duration is [L] rounds. being worn or carried. Fills a zone.
26 Earthquake (R 1-2): The ground begins 37 Fog Cloud (R1): Dense fog spreads out from
shaking violently. Structures may be you completely obscuring up to [HL] zones.
damaged or collapse. DEX save to avoid 38 Frenzy (R1): [HL] creatures erupt in a
being knocked prone. frenzy of violence and attack whomever is
27 Elasticity: Your body can stretch into an closest to them. WIL save to resist.
adjacent zone. Duration [L] rounds. 39 Grease (R0): Can be cast on a single
creature, object, or zone. Dex save or drop
prone.

27
40 Haste (self or willing creature): Your 53 Miniaturize (touch): You or a creature you
movement speed and actions are doubled touch become tiny for [L] rounds. You lose
for [HL] rounds. 5hp temporarily and all attacks go down
one die size. Physical attacks against you
41 Heal Wounds (R0): Restore yourself or have disadvantage.
another creature to full health.
54 Mirror Image (R0): Multi-wizard!
42 Immobilizing Ooze (R1): The target zone is
filled with a dense cube of ooze. Creatures You create [HL]D4 illusory images of
in the area are immobilized. DEX save to yourself, which move as you move and
avoid. STR Save to escape. 1D4 ongoing always stay within 5' of you.
acid damage.
They are constantly stepping through each
Creatures in the affected area attack with other, so that it is impossible to tell which
disadvantage, and attacks against them is which. When an enemy attacks you, roll
are made with advantage. to see if they hit you or an image. An
43 Invisible Tether (R1): Two objects in the image vanishes as soon as it is hit. Area
same zone must occupy the same zone for effects such as a dragon's breath will cause
[HL] Turns. all images to vanish.

44 Knock (close): Object is opened. Doors are 55 Mirror Walk: A mirror becomes a gateway
flung wide, locks are broken, shackles are to another mirror that you looked into at
bent open, belts come undone. any point in the past. [L] Turns.
56 Multi-arm: You gain [HL] extra arms. Gain
If target is an armored creature, STR save an extra attack for each set.
or armor falls off. If target is an unarmored
creature, they vomit for 1d4 rounds. 57 Night Sphere (R1): A sphere of magical
darkness displaying alien constellations
45 Leap: You can jump horizontally or appears for [HL] Turns. Creatures are
vertically from one zone to another blinded unless they have magical or wizard
without using your move action. vision.
46 Levitate (R0): You will an object to raise, 58 Objectify (self): You become any
lower, or hover frictionless 2ft above the inanimate object between the size of a
ground. Maximum weight is 500lbs. grand piano (large) and an apple (tiny).
47 Light (R0): Summon magical light that 59 Ooze Form (self): You become a living jelly
illuminates a zone. Can be cast on a person for [HL] Turns. Squeeze through tiny gaps,
or object and will move with that object. porous surfaces, and small holes. Immune
to acid damage.
Can be cast in a creatures eyes -WIL save
to resist. If successful the creature is 60 Paper Automaton: Enchant a piece of
blinded for [L] rounds. This spell can be paper, parchment, or vellum to obey your
cast to cancel out Night Sphere. commands. The paper folds into a tiny
humanoid shape and follows simple
48 Liquid Air (R0): The air around you instructions. It can lift nothing heavier
becomes swimmable for [L] rounds. than a single coin, but it can write and
49 Magic Jar: Enter a comatose trance and read. It has [L]HP, AC14, and takes no
transfer your life-force into an inanimate damage from bludgeoning weapons.
receptacle. From there you may make a 61 Pass-Wall (R0): Open a medium sized hole
WIL save to possess another creature you in solid rock or stone, forming a
can see. If successful your life-force moves passageway up to Lx5’ deep.
to the creature.
62 Pebble Toss (R2): You throw a small stone
50 Magic Missile (R 1-2): Fire [HL] magic that grows into a boulder as it nears your
projectiles that automatically hit their target. Inflicts [HL]D8 damage. DEX save
target. Each inflicts 1d6 damage. Targets for ½.
must be in the same zone.
51 Manse (R0): A sturdy, furnished cottage You may shatter the bolder to spread
appears for [HL]x6 hours. You can permit damage dice among targets in the same
and forbid entry to it at will. zone.

52 Masquerade (self): for [HL] Turns your 63 Phantom Coach: A ghostly coach appears.
appearance and voice become identical to a It moves unnaturally fast over any terrain,
touched creature. including water. Lasts [HL] hours.

28
64 Phobia (R1): [HL] creatures become 73 Shocking Grasp: You enchant your hand so
frightened of an object of your choice. WIL that it discharges [L]D6 damage worth of
save to end. lightning into the next thing you touch.
Touching an unwilling opponent requires
65 Prismatic Spray (R2): Target suffers a an attack roll against their unarmored
different effect depending on which color armor class (AC10+DEX).
strikes the target. Roll 1d10:
You cannot wear any metal on the hand
1. Red. Target takes [HL] fire damage, DEX you enchant. If you deal more than 12
save for half. damage your target must both make STR
2. Orange. Target takes [HL] bludgeoning saves or be flung apart, knocked prone,
damage and is knocked prone. STR save and deafened for 1d6 rounds.
negates.
3. Yellow. Target takes [HL] lightning 74 Shove (R0): Target is hurled through the
damage, DEX save for half. air. A medium creature travels [HL] zones
4. Green. Target takes [HL] acid damage, and takes 1d6 damage for every zone
STR save for half. traveled. DEX save for ½.
5. Blue. Target takes [HL] ice damage, DEX
save for half. A creature thrown at other creatures
6. Purple. Target takes [HL] necrotic requires an attack roll to hit and inflicts
damage and is blinded for [L] rounds. STR 1d6 damage for every zone traveled.
Save negates.
7, 8, 9. Struck twice. Roll a d6 twice. Add This spell will also blow open unlocked
effects; make one WIL save. doors in a room, shatter windows, or
10. Struck thrice. Roll a d6 three times. knock the thatched roof off a peasant's
cottage.
66 Push/Pull (R1): An object of large size or
smaller is pulled towards you or pushed 75 Shroud: Hold your breath. Become
from you into/out of an adjacent zone. STR invisible. For [WIL] rounds.
save to resist.
Casting spells or physically interacting
67 Purify Food & Water: [L] rations worth of with another creature cancels this spell.
food and water can be made safe for
consumption. 76 Shuffle (R2): [L]+1 creatures instantly
switch places.
68 Raise Dead: [L] skeletons rise from the
ground to serve you. They are incredibly 77 Silence (R1): A circle of crackling white
stupid and can only obey simple orders. light appears at a point you designate,
Last until sunrise. rendering an area utterly silent.
69 Raise Spirit: The spirit of a dead body No sound can enter or leave the area.
manifests and will answer [HL] questions. Spellcasting is not possible within. Noise
70 Ravenous Void (R0): You channel the cold from outside can be heard. Can be cast on a
hunger that lurks between the stars. creature or object. WIL save to resist.
Tendrils of dark energy erupt from you and 78 Sleep (R1): 3d6 HD worth of creatures fall
batter [L] creatures within range inflicting into a magical slumber, and can't be
[HL]D6 damage and stunning them. STR awoken by anything less vigorous than a
save for ½ damage and no stun. slap. WIL save ends.
71 Read Mind (R0): You can hear the surface 79 Smoke Form: Your body becomes living
thoughts of nearby creatures. smoke for [L] rounds.
72 Shield (self): Create a shimmering field of 80 Snail Knight: 10 minutes after casting, a
force that protects the caster for L Turns. knight sitting astride a giant snail rides
Counts as AC17 vs missile weapons. AC15 into view. He is able to answer most
against all other attacks. questions related to quests and chivalry,
and may aid you if he finds you worthy.
81 Spectral Weapon (R0): Summon a spectral
weapon that inflicts [HL]d6 damage. Costs
an action to cast but will fight thereafter
on it’s own as an ally to the caster. Treat as
an [HL] HD creature for to-hit bonus, hit
points, saves, etc.

29
82 Spell Seize (reaction): Cast this as a 94 Time is a Flat Circle: Decouple yourself
reaction to another spell going off to make from linear time for [L] rounds. You appear
a temporary copy of it that you can cast at as several blurry versions of yourself, all
any time before this spell ends. moving out of sync with one-another. Gain
+4 AC.
83 Spider Climb: You can climb surfaces like a
spider for [HL] rounds. Gain an extra move and action in this
84 Spider Mouth (R1): Target creature vomits state. You cannot cast spells in this state
up 2d10 liters of spiders. The spiders aren't but you can otherwise act normally.
hostile or venomous but their bites itch There is a 1-in-6 chance that as you reenter
and they probably don't want to be held. the normal flow of time something will
Target loses next action. Save vs WIL each follow you. Ex. A space amoeba made of
round thereafter or remain unable to act. teeth and slime with 1D6 slashing
85 Striking: Enchant a weapon. It deals +[HL] pseudopods (1d8 damage), 1d4 attacks, and
damage. Treat as magical weapon for 1 hr. HP equal to [HL]x10.
86 Swarm: You become a swarm of bats, rats, 95 Trapdoor Monster (R1-2): A gigantic
piranhas, or other small creatures for [L] trapdoor spider appears beneath a solid
minutes. You only take damage from area surface you designate. The exact position
effects. of the perfectly camouflaged trap door
isn't known to you or anyone else.
87 Telekinesis (R0): You may mentally move
[L] tiny objects or [HL] medium creatures The spider will attack the nearest creature
or objects. WIL save to move a large object. of equal size or smaller. It owes you
WIL save with disadvantage for anything nothing and is not friendly. The size, HD,
bigger. and damage of the spider depends on the
caster’s [HL]:
88 Telepathy (R3): [HL]+1 creatures can hear 1-2: person-sized, 2 HD, 2d6 damage
each other's thoughts, no matter how far 3-4: ogre-sized, 4 HD, 3d6 damage
apart they move. >5: cottage-sized, 6 HD, 4d6 damage
89 Teleport (R3): A medium object or creature The spider dies after L rounds or at 0hp.
disappears and reappears on the ground in Make a DC20 WIL save to make it
a visible, clear area. permanent.
90 Thaumaturgic Anchor (R2): Object 96 Ward (R0): A silver circle appears on the
becomes the target of every spell cast near ground. Choose one thing that cannot cross
it. it: Living creatures, dead creatures,
91 The Magnificent Sponge: You summon a projectiles, metal etc. Lasts [HL] Turns.
yellow sponge the size of your head. The 97 Weal or Woe (R1): [HL] allies gain
sponge can instantly absorb up to [L] x10 advantage on their next action, attack, or
liters of liquid without growing heavier. save. Alternatively impose disadvantage
The sponge can be reused if it is wrung out on the actions, attacks, or saves of [HL]
completely. enemies.
Pass a DC20 WIL save and the sponge lasts 98 Web (R1): Your wrists can shoot thick
for a year and a day, but the spell does not webbing. Produce 50’ of silken rope or
return to your spellbook until the sponge restrain [HL] targets.
duration expires or the sponge is dispelled.
99 Wind Scythe (R1-2): Apply a melee attack
The sponge is impervious to harm caused from a weapon in your hand to the target.
by the liquids it absorbs. Liquid still in the If you are unarmed, counts as a dagger
sponge when it vanishes or is dispelled (1d6). Gain +2 to attack and deal +[HL]
splashes to the ground. damage.
92 Thicket (R2): A thicket of trees and dense 100Wizard Lock: Non-living object closes and
brush suddenly sprouts up, filling a zone. becomes locked.
93 Thrash (reaction): When struck by a melee This spell works on things that aren't
attack a writhing mass of tentacles erupt technically portals (lock a sword in its
from your abdomen lashing out at all scabbard, etc.). STR save to open.
enemies within your zone. [HL] targets are Alternatively, this spell can be cast on a
flung [HL] zones and take [HL]D6 damage. creature's orifice. STR save to end.
Targets make a DEX save for ½ damage
and avoid being thrown.

30
MAGIC ARROWS QIGONG TECHNIQUES
01 Acid Arrow: Inflict damage as normal, Require the Kung Fu talent to use.
+1d6 ongoing damage until washed off.
Monks express fundamental truths of Creation
If fired at a wooden wall, door, or floor the through violence and the merciless reforging of
arrow will create a hole in 1 Turn big their own inner spirit, called Qi. Monks call
enough for medium creatures to pass these truths "qigong."
through. Does not work on stone or metal. Qigong techniques are recorded on sacred
02 Banshee Arrows: Arrow screams like a scrolls and are treated as spellbooks. To use
demon in flight and shrieks on impact. they must be in your inventory.
Affects entire target zone. WIL save or be 01 Clear Sky, White Lightning (R1): Charge
frightened. your attack with lightning inflicting [HL]d6
03 Blink Arrow: Fire an arrow at a zone you lightning damage. You may split damage
can see. The arrow trails an arcane dice between targets in the same zone.
umbilical that is anchored to your bow. 02 Crane Steps Softly Through Spring Reeds:
When the arrow arrives, you are whisked Your movement speed is doubled. You gain
across the intervening space. the ability to move along vertical surfaces,
Beware stone pillars and plumes of fire. water, and the spear-tips of your enemies.
You ignore pressure plates. You must end
04 Breath of The Dragon Arrow: The arrow your movement on solid ground.
trails brightly colored smoke that can fill a 03 Empty Palm Vanquishes The Wicked (R1):
zone with a wall of smoke. All creatures Manifest a gigantic hand made of blue Qi
are blinded except creatures with magic or energy. The hand can be used to inflict
wizard vision. [HL]D6 damage, or it can do anything else
05 Chaos Arrow: Target takes damage as a giant hand could do.
normal and must save vs WIL or move like
a marionette on strings into an adjacent It uses your WIL and has [L]+10hp.
zone of the shooter’s choice. 04 Gentle Repose Of The Fallen Leaf: If you
06 Entangling Arrow: Grasping brambles would take fall damage, use this technique
erupt from the ground, filling a zone. as a reaction to negate it. You land like a
Inflicts 1d6 damage and restrains creatures cat.
within. DEX save for ½ damage and avoid 05 Open Hand Bell Strike: Creatures with the
becoming restrained. Lasts [L] rounds. same HD as you must make a STR Save,
07 Fox-Eared Arrow: Shooter can hear all with a -[HL] penalty or be stunned until
sounds in the same zone as the arrow as if the end of your next turn.
their source were directly next to them.
Creatures with fewer HD than you are
08 Magpie Arrow: The arrow swaps places incapacitated. <3 HD are paralyzed.
with the target, allowing the shooter to
teleport objects into their hand. Target 06 Rain Parts For The Wise: This technique
cannot occupy more than 3 item slots. can be used as a reaction. Reduce the
damage of an attack by [HL]d4.
09 Sap Arrow: Creatures in a zone are
splattered with clinging sap and must save If this reduces the damage to 0, a target of
vs STR or become restrained. Save ends. If your choosing is hit by the attack instead.
multiple creatures are affected they move
as a group, and save as a single creature. 07 Quivering Palm Parts The Waters (R0):
Dozens of fists made of blue Qi explode
10 Flesh-To-Stone Arrow: Creature is from your open palms.
paralyzed. STR save ends.
Creatures in a 15’ cone take [HL]d6 damage
11 Warp Beast Arrow: Fill a zone with a blur and are knocked prone until the end of
of spectral arrows that hum like angry your next turn. STR save for ½ damage
bees and inflict damage as normal. DEX and avoid going prone.
for ½ damage.
08 Throw The Ox-Cart: Target is knocked [HL]
12 Trick-Shot Arrow: Hits [HL] targets before zones in a direction of your choice. If the
returning to your quiver. All targets must target comes into contact with a solid
be in the same zone. DEX save for ½. surface, they smash through it and take
[HL]d6 damage.

31
RANDOM MAGICAL MUTATIONS
ITEMS D12 RANDOM MUTATION
Strange items & curiosities of dubious utility. 1 Blindsight Tough flesh covers your eye
sockets. You no longer "see" per
D20 MAGIC & CURSED ITEMS se, but you can sense vibrations
1 Knucklebones of a saint . . .probably out to 60' regardless of light
levels.
2 Antique wand - kind of busted looking 2 Extra Limbs Sprout d4 extra limbs. 1-4: arm,
3 Ring (holds 1 spell) 5-6: leg. For each extra pair of
4 arms you gain an additional
A jar containing a wizard’s last thoughts attack. For each extra pair of
5 A fairy’s heart in a small vial legs you gain an additional
move action each round.
6 A thief’s book of secrets written in invisible
ink 3 So Many You grow 1d6 functioning eyes.
Eyes Roll location for each. 1. Back 2.
7 Bone reliquary that only opens when asked Chest 3. Forehead 4. Mouth 5.
politely Back of Head 6. Palm of hand.
8 Cold iron key to a tower that no one has 4 Goat Boy Your head turns into that of a
ever heard of goat and your feet become
9 Magic robes (+1 WIL) - the original owner cloven hooves. Your hands are
wants them back still humanoid. WIL save or
“faint” at any loud sounds or
10 Black chalk that summons ghosts - will sudden movements. You are an
answer questions truthfully. Something bad excellent climber.
happens when the last ghost is summoned 5 Cuttlefish You grow a great mass of
and the chalk runs out Face tentacles where your nose and
11 Spice bag of holding mouth used to be. You mouth is
a little beak.
12 1d3 magic scrolls, arcana, or potions - 6 Misshapen Bones break and muscles tear
consult the Unlabeled Wants table or use Brute as your body expands and
the spells of the GM’s choosing reshapes itself into a lopsided
13 Jar of eyeballs juggernaut. Gain +2 STR & -2
WIS
14 Tiny stone box containing someone’s
7 Elongation Part of your body doubles in
dying breath length. 1d6: 1-2 arms 3-4 legs 5
15 Sea shell that whispers non-euclidian torso 6 neck.
poetry when held to your ear 8 Prehensile Your tongue swells and
16 Slippers that let you float 3” above the Tongue elongates until it is as long as
ground, rather than walking. Will not your arms. You can hold objects
prevent fall damage. Cannot fly. with your tongue. Speech is
nearly impossible. Eating is
17 Jar of leeches eager to discuss theology difficult. Your saliva causes
blindness.
18 Dice carved from a wereboar’s tusks 9 Tentacle A seething mass of jelly-like
19 Half a map Guts pseudopods erupts from your
abdomen. Advantage when
20 An eyepatch that lets you see ghosts attempting to grapple a
creature.
10 Saltwater Random body part (1d6: 1-2 legs
Horror 3-5 arms 6 head) replaced with
D10 UNLABELED WANDS the parts from a 1d12: 1-3 jelly
1 Sleep 4-6 crustacean 7-9 mollusk
10-12 gastropod.
2 Acid Arrow 11 Extra You grow 1d6 extra functioning
3 Magic Missile Mouths mouths. They mutter and
grumble constantly. Roll
4 Burning Hands location for each. 1. Back 2.
5 Feather Fall Chest 3. Forehead 4. Rump 5.
Back of Head 6. Palm of hand.
6 Knock
12 Kemp’s Become a feral goblin.
7 Grease Entropic
Spiral
8 Wizard Lock
9 Fireball
10 Transmute <X> to <Y>

32
CONDITIONS
CONDITION EFFECTS
Blinded Attacks against you have advantage and do +2 damage. DEX Saves and attacks are
made with disadvantage.
Charmed Cannot attack the creature that charmed you. WIL save ends, unless a spell or magic
item provides other rules.
Deafened Auto-fail any saves that rely on hearing alone.
Fatigue Each level of Fatigue takes up 2 Item Slots and imposes a cumulative -2 modifier to all
saves. If this exceeds your total number of Item Slots you become Incapacitated until
you drop some equipment. See page 9 for more details.
Frightened WIL Save to resist and end effects. Disadvantage on saves, attacks, etc. while you can
see the source of your fear. Cannot willingly move closer to the source of your fear.
Grappled Cannot move. Attacks against you have advantage. Your attacks and DEX saves to
avoid harm have disadvantage. STR save to escape.
Incapacitated Cannot move or speak. Cannot take actions/reactions. Auto-fail DEX saves.
Invisible Can still be heard, smelled, etc. You have advantage to attack and Move Silently &
Unseen. Attacks against you have disadvantage.
Paralyzed See Incapacitated. Auto-fail STR and DEX saves. Attacks against you automatically hit
and do critical damage.
Petrified See Incapacitated. You transform into a solid inanimate substance. Attacks against you
hit automatically. Auto-fail all saves. Affects non-magical gear.
Poisoned Disadvantage on saves and attack rolls. STR save to end.
Prone Melee attacks against you have advantage. Ranged attacks are -2 to-hit. Spend an
action to stand up. Attacks against you still have advantage until you act in the next
round as you stumble to your feet.
Restrained See Grappled. STR save to escape. You can move normally after breaking free.
Stunned Your attacks and saves are made with disadvantage. Attacks against you have
advantage until the end of your attacker’s next turn.
Unconscious Auto-fail all saves. Attacks against you hit automatically.

Condition Duration: Unless otherwise stated,


a creature affected by a condition must use
an action to attempt to recover from a
condition.

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